Tuesday, December 28, 2010

Tron Legacy RPG

So i'm working on constructing a Tron Legacy RPG. I've been listening to a lot of 80s jukebox music, Daft Punk, and Journey's Seperate Ways in order to get where I am, so I hope you appreciate it.

The Basic Stats

There are 4 basic stats on the grid.
  • Navigation
  • Games
  • Interface
  • Resolution
Each stat is split into two sub stats.
  • Navigation
    • Grid
    • Transit
  • Games
    • Vehicles
    • Identity Disc
  • Interface
    • Operating System
    • Programs
  • Resolution
    • Construction
    • Survival
Character Creation and Core Mechanic

You have 10 points to divide amongst the 4 base stats and 10 points to divide amongst the substats. For any action, you roll 1 d6 per point in that stat-substat combo. For every 5 or better you get on the dice, you define one detail of the situation.

Murder on the Grid

In order to initiate murder, you must roll an opposed skill check. If you are attacking, you roll your combat skill (Games/Lightcycles or Games/Arena) vs their Defense Skill (Resolution/Survival). Further, You can not kill a program, task or user unless you use the words 'I kill him/her/it'.

Users

Users by nature are demigods, but they are no harder to kill than any other program. That being said, users pick one stat to base their code structure off of. This allows them to control an aspect of the world. Each of the below are examples of things that users may be able to do with their powers.

Navigation
  • Can reroute traffic on the grid
  • Easily find people who can help them
  • Locate and Open secret passages
  • Distort and Cover paths
  • Trace Route programs
Games

  • Cheat
  • Modify lightcycles and identity disks
  • Bring weapons into existance
  • Glitch teleport

Interface

  • Instruct programs
  • Rewire programs
  • Modify conditions on the grid
  • Interact with the OS

Resolution

  • Reroute energies
  • Pull life from other programs
  • Heal
  • Recode programs
  • Rez programs
  • Destructure programs and objects
  • Go stealth

Programs: Basics

Basics are the programs that exist on the grid, built by users in their image, each with function and protocols.

Function - Function is a single line command or title which defines the tasks that the program was created for, all of these tasks the program enjoys and acts as if the ideas related to such tasks are their own idea. -- Ex. Ram is an actuary program, he assists in calculating death benefits. He enjoys this job, the ins and outs and subroutines of this job.

Function assists in defining who the program is. Functions include the following and plenty others

  • Actuary
  • Security
  • Military Tactics
  • Data Processing
  • Encryption
  • Decryption
  • Accounting
  • Receptionist

Protocols are ideas that relate to what the program can access, including certain sectors, admission into certain buildings, security clearances, accessing equipment and storage. These also provide job specific bonuses. Military Tactics programs have better games percentages, so these programs use d8s instead of d6s for any games rolls. Equate to Feats.

Programs: ISOs

Without Specific created functions, ISOs don't have a specific reason for being. They tend to explore and have aspects of creativity. In addition to their primary stats, they take a user's code ability in (Resolution\Construction) and have protocols which relate to systemic learning.

To Start

Welcome to the Grid. Half the players are a small group of users who break in to Flynn's Arcade searching for something. They find a secret passage behind the Tron game which leads to an Electrical Control Booth, keys still in the lock.

Its been about a year after Sam Flynn was locked up for fraud and computer sabotage, and his mysterious Russian Spy of a girlfriend was deported. Since then, Encomm has released OS13.

The terminal is activated, there is a flash of light and a sickly crackeling noise, and the users recover themselves to find a desk in an empty basement, no computer equipment what so ever. The desk emits its own light.

As they walk outside, they see the internally lit walkway, white and blue lines of neon coursing through everything. They see the skyline for the first time and know that they arn't in kansas anymore. They are picked up by a giant hovering machine lined in red, locked into the floor and taken to games. When they are armed, they recieve their character sheets.

::Edit::

On Raleigh's Suggestion, I changed the Games substats from /Ricochet and /Lightcycles to /Vehicles and /Identity Disc. I wanted to capture the specifics of what I was doing in the system without getting too complicated. It'll remain like this for the play test.